Method and device for sports skill training

ABSTRACT

A device for use by a player to improve his handling of an object on a surface, comprising at least one camera positioned such that the field of view of the at least one camera may capture an image of the surface and the object; a processor providing an image processing algorithm adapted to receive data relating to an image of the surface and the object, and to calculate therefrom image data relating to the position of the object on the surface; at least one monitor for viewing an image positioned in front of the player and adapted to receive data relating to the position of the object on the surface; means for transmitting data relating to the image of a playing surface and the object to the processor and means for transmitting image data relating to the position of the object on the surface from the processor to the monitor.

FIELD OF THE INVENTION

The present invention relates to a method and device for sports skill training, and more particularly relates to a method and device for use by a player to improve his or her handling of an object such as a ball or puck.

BACKGROUND OF THE INVENTION

To excel at sport requires the learning and practicing of various sport-specific skills over a period of time. For example, in the context of ice hockey, to become proficient, one must spend time learning the art and skill of stick handling, which involves the skilled use of a hockey stick to manipulate and control the movement and position of a puck (in the context of the present invention hereinafter described, “puck” is intended to be understood to mean not only an ice hockey puck, but also a street hockey puck, ball, or other hockey puck-like object, the words “puck” and “ball” being used hereinafter interchangeably unless otherwise specifically indicated). Also in the context of ice hockey, it is necessary for the hockey player to maintain close observation of his or her surroundings, so as to observe the positioning and direction of travel of the other players, to facilitate safe and effective puck handling. Specifically, it is generally important for a hockey player to keep his or her “head up”, meaning that while the hockey player may from time to time look directly at the puck they are handling, such as, for example, when they are receiving a pass or attempting to gain control of a loose puck, it is an important skill to learn to stick handle the puck by “feel” and by the use of, in some circumstances, peripheral vision, while at the same time maintaining a close observation of the positioning and direction of travel of the other players.

It is desirable to provide a device and method which may be easily installed and used by a player to facilitate the learning of stick handling a puck without looking directly at the puck, to thereby improve the stick handling technique of the player. It is also desirable to provide a device that encourages a player to focus his or her attention on eye-level surroundings (heads-up) rather than watching the puck/ball on the ground or ice surface.

It is

provide a device and method which may be used by a

provide/display a video display of his or her stick handling and to be able to provide this video display, for example, by way of, for example, the Internet or another network, to a remotely located coach, or to a device which records this display for subsequent review and analysis.

It is also desirable to provide a device and method which may be used by multiple players simultaneously so that multiple players can practice and/or play against one another, for example, remotely from one another.

It is also desirable to provide a device and method that may be used to create new games, where, for example, the control and/or maneuvering of a ball or puck or other object controls a feature or characteristic of the game.

It is also desirable to provide a device and method implemented in the context of a gaming environment and to provide an environment in which to create and run custom-made skill-enhancing drills, the gaming environment providing an enjoyable experience for the user, who may experience positive feedback to correspond with an improved real world skill and to provide a tool for additional motivation by allowing players to quantify and compare their scores for a particular skill, the tool providing an objective standard allowing for such comparisons.

SUMMARY OF THE INVENTION

Accordingly, one object of the present invention is to provide a device and method which may be easily installed and used by a player to facilitate the learning of stick handling a puck without looking directly at the puck, to thereby improve the stick handling technique of the player.

Another object of the present invention is to provide a device and method that encourages a player to focus his or her attention on eye-level surroundings (heads-up) rather than watching the puck/ball on the ground or ice surface.

Another object of the present invention is to provide a device and method which may be used by a player to provide/display a video display of his or her stick handling and to be able to provide this

example, by way of, for example, the Internet or

remotely located coach, or to a device which records this display for subsequent review and analysis.

Another object of the present invention is to provide a device and method which may be used by multiple players simultaneously so that multiple players can practice and/or play against one another, for example, remotely from one another.

Another object of the present invention is to provide a device and method that may be used to create new games, where, for example, the control and/or maneuvering of a ball or puck or other object controls a feature or characteristic of the game.

Another object of the present invention is to provide a device and method implemented in the context of a gaming environment and to provide an environment in which to create and run custom-made skill-enhancing drills, the gaming environment providing an enjoyable experience for the user, who may experience positive feedback to correspond with an improved real world skill and to provide a tool for additional motivation by allowing players to quantify and compare their scores for a particular skill, the tool providing an objective standard allowing for such comparisons.

According to one aspect of the present invention, there is provided a device for use by a player to improve his or her handling of an object on a surface, comprising, at least one camera positioned such that the field of view of the at least one camera may capture an image of the surface and the object; a processor providing an image processing algorithm adapted to receive data relating to an image of the surface and the object, and to calculate therefrom image data relating to the position of the object on the surface; at least one monitor for viewing an image positioned in front of the player and adapted to receive and display data relating to the position of the object on the surface; means for transmitting data relating to the image of a playing surface and the object to the processor; and means for transmitting image data relating to the position of the object on the surface from the processor to the monitor.

According to another aspect of the present invention, there is provided a method for use by a play

0 or her handling of an object on a surface, comprising

camera positioned such that the field of view of the at least one camera may capture an image of the surface and the object; providing a processor providing an image processing algorithm adapted to receive data relating to the image of the surface and the object, and to calculate therefrom image data relating to the position of the object on the surface; providing at least one monitor for viewing an image positioned in front of the player and adapted to receive and display data relating to the position of the object on the surface; providing means for transmitting data relating to the image of a playing surface and the object to the processor; providing means for transmitting image data relating to the position of the object on the surface from the processor to the monitor; capturing an image of the surface and the object; transmitting data relating to the image of a playing surface and the object to the processor; calculating image data relating to the position of the object on the surface; transmitting image data relating to the position of the object on the surface from the processor to the monitor; and displaying on the monitor data relating to the position of the object on the surface.

According to another aspect of the present invention, there is provided a device for use by a player in a gaming environment to control an element of a game, comprising a moveable object; at least one camera positioned such that the field of view of the at least one camera may capture an image of the object; a processor providing an image processing algorithm adapted to receive data relating to an image of the object adapted to calculate therefrom image data relating to the position of the object and adapted to calculate data relating to the game; at least one monitor for viewing an image and adapted to receive data relating to the position of the object and data relating to the game; means for transmitting data relating to the image of the object to the processor; means for transmitting image data relating to the position of the object and data relating to the game from the processor to the monitor wherein the image data relating to the position of the object and data relating to the game is transmitted to the at least one monitor and the image data relating to the position of the object controls an element of the game.

An advantage of the present invention is that it provides a device and method which may be easily installed and used by a player to facilitate the learning of stick handling a puck without looking directly at the puck, to thereby improve the stick handling technique of the player.

A

of the present invention is that it encourages a player to

attention on eye-level surroundings (heads-up) rather than watching the puck/ball on the ground or ice surface.

A further advantage of the present invention is that it provides a device and method which may be used by a player to provide/display a video display of his or her stick handling and to be able to provide this video display, for example, by way of, for example, the Internet or another network, to a remotely located coach, or to a device which records this display for subsequent review and analysis.

A further advantage of the present invention is that it provides a device and method which may be used by multiple players simultaneously so that multiple players can practice and/or play against one another, for example, remotely from one another.

A further advantage of the present invention is that it provides a device and method that may be used to create new games, where, for example, the control and/or maneuvering of a ball or puck or other object controls a feature or characteristic of the game.

A further advantage of the present invention is that it provides a device and method implemented in the context of a gaming environment and to provide an environment in which to create and run custom-made skill-enhancing drills, the gaming environment providing an enjoyable experience for the user, who may experience positive feedback to correspond with an improved real world skill and to provide a tool for additional motivation by allowing players to quantify and compare their scores for a particular skill, the tool providing an objective standard allowing for such comparisons.

BRIEF DESCRIPTION OF THE DRAWINGS

An embodiment of the present invention is described herein with reference to drawings, in which:

FIG. 1 is a schematic illustration of one embodiment of the present invention;

FIG. 2 is a plan view of the embodiment of the present invention illustrated in FIG. 1;

plan view of an alternative embodiment of the present

two cameras;

FIG. 4 is a side view of a further alternative embodiment of the present invention;

FIG. 5 is a software flow chart diagram of a portion of a process to be executed on a computer processor in one embodiment of the present invention.

DESCRIPTION OF THE PREFERRED EMBODIMENT

Referring to FIGS. 1 and 2, in a preferred embodiment of the present invention, a generally downwardly directed camera 1 is positioned above a surface 4 onto which a ball or puck 6 is placed, and behind which ball or puck 6, a player 5 holding a hockey stick 8 is positioned. In a preferred embodiment of the present invention, the camera 1 is positioned above the head of and in front of the player 5 and directed so that it is centered above that area of the surface directly in front of the player 5. In a preferred embodiment of the present invention, the camera 1 continuously captures images of the entire surface 4, the ball or puck 6, the player 5 and the hockey stick 8 and sends these images, by way of, for example, a cable, or by wireless means, to a computer processor 3 upon which is installed executable software to perform image processing steps and to provide display for use as hereinafter described. Thereafter, and preferably on a continuous basis, the computer processor 3 sends image data to a display monitor screen 2 (such as, for example, an LCD or CRT monitor screen) which is positioned at approximately eye level relative to the player 5. In the preferred embodiment of the present invention, the image data includes data which will display a representation (that is, a virtual representation) of the ball or puck 7 positioned (as represented by the x′ and y′ notation in FIG. 1, which notation is relative to an origin at the top right corner of the display monitor screen 2) on the display monitor screen 2 corresponding with the current position of the ball or puck 6 (as represented by the x and y notation in FIG. 1, which notation is relative to an origin at the top right corner of the surface 4) on the surface 4. That is, the display monitor screen 2 will continuously display the surface 4 (or a portion thereof, or in one embodiment of the present invention, an image of a surface of, for example, an image of an ice surface representing the display surface), and the position of the ball or puck 6 thereon, and as the ball or puck 6 is moved about the surface 4, the image data provided from the computer processor 3 to the display monitor 2 will be continuously updated so that the display of the representation of the ball or puck 7 on the screen of the display monitor 2 will

with the movement of the ball or puck 6 on the

position of the ball or puck 6 on the surface being continuously updated and displayed by a representation of the ball or puck 6 on the screen of the display monitor 2).

By providing a representation of the position and movement of the ball or puck on the screen of the display monitor 2 positioned at approximately eye level, the player, while moving the ball or puck on the surface 4 with a hockey stick 8, is able to keep his or her head up while observing on the display monitor screen 2 a representation 7 of the position and movement of the ball or puck. In this way, without looking down, and without looking directly at his or her hockey stick and the position and movement of the ball or puck 6 on the surface 4, the player can, by observing the representation of the ball or puck 7 on the screen of the display monitor 2, and by using peripheral vision, learn to “feel” and control the position and movement of the ball or puck 6 on his or her stick 8 (the image on the screen providing sufficient feedback to the player to allow the player to progressively improve his or her puck handling skill, without looking down, and without looking directly at his or her hockey stick and/or the position and movement of the ball or puck on the surface 4).

As illustrated in FIG. 2, in this embodiment of the present invention, it is understood that a region of the surface directly behind the player 5 (generally shown as 9 in FIG. 2 and referred to herein as the occluded region 9) may be blocked from the camera's view by the presence of the player's body.

In an alternative embodiment of the present invention, as illustrated in FIG. 3, a first generally downwardly directed camera 11 and a second generally downwardly directed camera 12 may be positioned on either side of the player 5 to provide partially overlapping images of the entire playing surface 4 to the computer processor 3, including, or substantially including, the occluded region 9 directly behind the player 5, the image processing and display algorithm taking into account the field of view and angle (or point of view) of each of the cameras and their fields of overlap. Advantageously, in this embodiment of the present invention, as the computer processor 3 receives images of the entire playing surface, there is a wider range of possible movements of the ball or puck and there is a reduced likelihood that the image processing and display software will lose track of the ball or puck due to, for example, occlusion by the player's stick or body.

Add

embodiment of the present invention, the image

software may, in one embodiment of the present invention, generate triangulation data relating to the height of the ball or puck 7 above the surface 4, and may provide image data to the display monitor screen 2 corresponding to the current height of the ball or puck 7 above the surface 4 for visual representation of such data on the display monitor screen 2. While this embodiment has been described with reference to the use of two generally downwardly directed cameras, it is understood that more than two generally downwardly directed cameras can be positioned above and directed so as to receive images of the surface for subsequent processing by the image processing and display algorithm installed on the processor, to improve the accuracy of the tracking of the ball location, and to increase the overall playing surface, in a manner known to persons skilled in the art.

In a further alternative embodiment of the present invention, as illustrated in FIG. 4, a generally horizontally directed camera 1 is provided which is directed to capture an image of the surface 4 as reflected to the camera 1 by the mirror surface of a complex three dimensional mirror 10 positioned and mounted proximate to the camera 1, allowing the device of the present invention to be used in a location with reduced headroom where it would be difficult or impossible to effectively mount and/or position a downwardly directed camera.

As previously referenced, in the preferred embodiment of the present invention, a computer processor 3 is provided upon which is installed executable image processing software, the object of which is to locate a red ball shaped object on the surface (it being understood that the software may be adapted to locate a ball of a different color, or alternatively, a non-ball object such as a puck or other object, it also being understood that while the algorithm set out below is for use in the context of a reasonably uniformly and well lighted environment, the algorithm may be adapted for use in the context of non-uniform and/or poorly lighted environments) which provides, for example, with reference to FIG. 5, the following steps for execution by the processor:

-   1. The algorithm initiates a connection to an active camera in order     to receive pixel data of what the camera has in its view (100); -   2. An image frame is received asynchronously from the web camera     driver in     (RGB) format (102); -   3. A secondary image buffer is allocated and then filled with the     Hue-Saturation-Value (HSV) image converted from the RGB image (104); -   4. If the loop is just starting allocate the binary image and load     the first pixel hue value. Otherwise load the next pixel hue value     (106); -   5. Check if this pixel has a red hue value. This is considered to be     a hue value between 0 and 15 inclusive (108); -   6. Because the hue value of this pixel is not considered to be a red     value (ie. hue value is >15), set this pixel to black in the binary     image (110); -   7. Because the hue value of a black, grey, or white pixel is     undefined, most HSV conversions set the hue value to 0 when these     colors are found. This checks to see if the original pixel was     black, grey, or white, which would have a hue value of 0 even though     it is not a red hue (112); -   8. Because the current pixel has passed all of the required criteria     to be considered a red hue value, it is set to white in the binary     image (114); -   9. Have all pixels in the image been considered? (116). If so,     continue with the processing at 118; If not, continue to load next     pixel data and continue from 106; -   10. A 3×3 morphological erosion is executed on the binary image in     order to eliminate all small areas of red color that are too small     to be considered a ball (118). That is, only large red regions will     remain in the binary mask; -   11. Using, for example, the cvFindContours function from the open     source OpenCV library to find the contour of all blobs (single     connected region in a binary- or grey-scale image) that are     remaining in the binary image (120); -   12. If the loop is just starting, load the first contour found,     otherwise load the next contour found (122); -   13. Check if the contour has an area of 0 (124); If so, it is not     considered to be the ball and continue with any more contours at     152; If not, continue to 126; If all of the contours found have been     considered (152), has the best contour been chosen 142, else, load     next contour 122; -   14. Determine the center and radius of the minimum enclosing circle     that will enclose this contour (126); -   15. Check if the radius of the minimum enclosing circle is between 5     and 15 pixels (128); -   16.     perimeter of this contour (130); -   17. Because a true circle has a perimeter equal to 2×pi×radius, this     step checks how close this contour is to having a perimeter of that     value (132) (the closer it is, the more circle like it is considered     to be); -   18. If the absolute difference between the perimeter of this contour     and a circle circumference is larger than 7, it is considered to be     too different from a circle object to be considered the red ball     (134); -   19. Check if one of the contours has already been selected as the     best location for the red ball (136); -   20. If this contour is closer to having a perimeter that equals     2×pi×radius, it must be a better red ball than what was previously     found and so it is selected as the best contour (138); -   21. Check to see if all contours have been considered (140); -   22. Was a good red ball location found? (142); -   23. No good red ball location was found so let the application know     that there is no ball currently within view (144); -   24. Free all buffers and wait for the next frame (146); -   25. Determine the center of the minimum enclosing circle that was     calculated for this contour. Use this location as the current ball     location (148). The application can read this position and use it as     needed. -   26. Save the center of the calculated minimum enclosing circle of     the contour as the best ball location (150).

Thereafter the processor generates display data corresponding to the current ball location, which data is forwarded to the display monitor screen in a conventional manner. It is understood that in certain circumstances, the image from the camera may need to “flipped” or “mirrored”or the position of the virtual “puck” on the screen may need to be reoriented by a suitable data processing algorithm to provide a correctly oriented representation of the ball/puck movement on the screen (i.e. if the camera is oriented so that it is capturing an “up-side down” image of the surface and ball/puck, this will result in the ball/puck moving on the screen in the opposite direction compared to the true movement of the ball/puck from the perspective of the player, which image must be “flipped” by a suitable data processing algorithm to represent the image

While it is understood that the above referenced process has been described with reference to a red ball, it is understood that with appropriate modification, the above referenced process may be modified to detect and locate the position of a non-red ball, puck or other object. Additionally, appropriate modifications may be made to the above-referenced process to ignore red objects that are not shaped like a puck or ball (ignoring for example, a red surface or another non-puck//ball object appearing on the surface or in the field of view of the camera).

Preferably the processor is sufficiently fast that it permits a minimum of delay in the processing of the data from the camera(s) and the generation of image data therefrom for the display monitor screen 2 so as to maintain a continuously updated image on the display monitor screen 2 with a minimum of “lag” time (to maintain as realistic an experience as possible).

In one embodiment of the present invention, a representation of the blade of the hockey stick may also be displayed on the display monitor screen 2, the position of the representation of the blade of the hockey stick on the display monitor screen 2 corresponding with the position of the blade of the hockey stick on the surface, which representation is continuously updated by the continuous supply of image data from the computer processor 3 to the display monitor 2 corresponding with the current position of the blade of the hockey stick on the surface. In this way, the player can observe on the display monitor screen 2 the positioning, and movement of the hockey stick in addition to the positioning, and movement of the ball or puck to further facilitate the learning process.

In one embodiment of the present invention, images of cones or other virtual obstacles and indicia may be generated and displayed on the display monitor screen 2 requiring the player to manipulate the ball or puck while avoiding the images of cones or other obstacles to further enhance the stick handling learning experience. In another embodiment of the present invention, an image of a virtual player performing proper technique may be generated and displayed on the display monitor screen 2.

In one embodiment of the present invention, the video display data is available for real-time

of the Internet or other network for viewing remotely

remotely located coach, who can provide remote coaching by way of, for example, real-time feed back to the player by way of, for example, Voice-Over-Internet Protocol (VOIP) or other telephony technology. In an alternative embodiment of the present invention, the video display data is available for storage on a data storage medium, such as a computer hard drive or CD ROM, and/or can be transmitted by way of the Internet or other network for viewing remotely by, for example, a remotely located coach, or to a data storage medium which records this display for subsequent review and analysis.

In one embodiment of the present invention, data relating to the player's stick handling performance, including, for example, average, minimum and maximum hockey stick and ball velocity, acceleration and general movement may be calculated, displayed and stored. This data may also be used in the context of a gaming environment (described more fully below), allowing the player to compare the player's progress (against his or her previous performances, or against the previous or current performances of a competitor).

In one embodiment of the present invention, multiple players may utilize multiple cameras and processors in the manner described herein, the processors being connected to one another by way of the Internet or another network, to allow the players to play a common game against one another (that is, the players playing a common game against each other in real time using a common server accessible to the players by way of the Internet or another network in such a way that the players all see on their own screen the location and movement of their opponent's ball or puck).

While the present invention has been described herein with reference to stick handling in the context of ice hockey, it is understood that the present invention may also be utilized in the context of stick handling in field hockey, ringette, and other sporting activities which involve skillful manipulation by a player of an object such as, for example, a ball or puck or other object on or near a planar or substantially planar surface. Additionally, with applicable modifications, the device of the present invention may be used to improve basketball dribbling and soccer ball handling techniques, and other activities in which it is desirable to focus one's visual attention on other than directly on one's physical manipulation of an object.

it is understood that the present invention has been

to a surface, it is understood that this would include an ice surface, or a non-ice surface, such as, for example, a floor, a sheet of plastic or other material known to a person skilled in the art. In one embodiment of the present invention, in place of, or as a supplement to a camera being used to capture data relating to the positioning of the ball or puck on the surface, a touch sensitive (such as, for example, a capacitive or resistive mat) surface is used to detect and transfer to the processor, data relating to the position of the ball or puck on the surface. In a further alternative embodiment of the present invention, triangulation using for example, an infrared light source, a radio frequency or acoustic transmitter positioned in the ball or puck with multiple stationary receivers positioned, for example, at the periphery of the surface may are used to detect and transfer to the processor, data relating to the position of the ball or puck on the surface.

It is also understood that the present invention may be used to create new games, where, for example, the control and/or maneuvering of the ball or puck or other object controls an element, feature or other characteristic of the game. By way of example only, a virtual obstacle course may be displayed on the display monitor screen 2 which must be navigated by a player manipulating the position of the ball or other object on the surface, it being understood that a wide variety of different games may be envisioned using the device and method of the present invention.

In one embodiment of the present invention, an object such as a ball or puck may be moved by the player to control an aspect of a game (for example PACMAN® or any other game in which a user controls or provides input into the game), similar to the manner in which a joystick or mouse may be used to control an aspect of the game. In this embodiment, the monitor screen 2 would not necessarily display a representation of the ball or puck, but rather would display information relevant to the game being played.

A further benefit of implementing the present invention in the context of a gaming environment, is that the gaming environment encourages the user to focus on the representation of the ball or puck on the screen rather than looking down directly at the ball or puck on the surface. It also provides an environment in which to create and run custom-made skill-enhancing drills (for example, by placing obstacles and targets which can only be viewed on the screen, and not on the surface, the user is forced to focus on the screen in order to have success with the game or drill).

Also

provides an enjoyable experience for the

experience positive feedback (i.e. an improved game score or performance metrics, such as faster times) to correspond with an improved real world skill (i.e. stick-handling). It also provides a tool for additional motivation by allowing players to quantify and compare their scores for a particular skill, the tool providing an objective standard allowing for such comparisons.

The present invention has been described herein with regard to preferred embodiments. However, it will be obvious to persons skilled in the art that a number of variations and modifications can be made without departing from the scope of the invention as described herein. 

1. A device for use by a player to improve his handling of an object on a surface, comprising: a. at least one camera positioned such that the field of view of the at least one camera may capture an image of the surface and the object; b. a processor providing an image processing algorithm adapted to receive data relating to an image of the surface and the object, and to calculate therefrom image data relating to the position of the object on the surface; c. at least one monitor for viewing an image positioned in front of the player and adapted to receive data relating to the position of the object on the surface; d. means for transmitting data relating to the image of a playing surface and the object to the processor; e. means for transmitting image data relating to the position of the object on the surface from the processor to the monitor.
 2. A method for use by a player to improve his handling of an object on a surface, comprising: a. providing at least one camera positioned such that the field of view of the at least one camera may capture an image of the surface and the object; b. providing a processor providing an image processing algorithm adapted to receive data relating to the image of the surface and the object, and to calculate therefrom image data relating to the position of the object on the surface; c. providing at least one monitor for viewing an image positioned in front of the player and adapted to receive and display data relating to the position of the object on the surface; d. providing means for transmitting data relating to the image of a playing surface and the object to the processor; e. providing means for transmitting image data relating to the position of the object on the surface from the processor to the monitor; f. capturing an image of the surface and the object;

data relating to the image of a playing surface

processor; h. calculating image data relating to the position of the object on the surface; i. transmitting image data relating to the position of the object on the surface from the processor to the monitor; j. displaying on the monitor data relating to the position of the object on the surface.
 3. A device for use by a player in a gaming environment to control an element of a game, comprising: a. a moveable object; b. at least one camera positioned such that the field of view of the at least one camera may capture an image of the object; c. a processor providing an image processing algorithm adapted to receive data relating to an image of the object adapted to calculate therefrom image data relating to the position of the object and adapted to calculate data relating to the game; d. at least one monitor for viewing an image and adapted to receive data relating to the position of the object and data relating to the game; e. means for transmitting data relating to the image of the object to the processor; f. means for transmitting image data relating to the position of the object and data relating to the game from the processor to the monitor wherein the image data relating to the position of the object and data relating to the game is transmitted to the at least one monitor and the image data relating to the position of the object controls an element of the game. 